











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Temporal Warden |
| Level / Exp | 24 / 28% |
| Size | big |
| Lifes / Deaths | Killed by war hound at level 24 on the 66th Dusk 122nd year of Ascendancy at 22:20 / 1 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 49 (base 46) |
| Constitution | 20 (base 10) |
| Magic | 53 (base 53) |
| Willpower | 18 (base 12) |
| Cunning | 26 (base 10) |
Resources
| Life | -198/818 |
| Paradox | 466 |
| Steam | 100/100 |
| Healing Factor | 1.3370588855781 |
| Regeneration | 20.657559782182 |
Speed
| Mental | -5.6621374255883E-13% |
| Attack | -5.6621374255883E-13% |
| Movement | +3.9968028886506E-12% |
| Spell | -5.6621374255883E-13% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 12.569102280953 |
| See Invisible | 12.569102280953 |
Offense: Mainhand
| Damage | 54 |
| Accuracy | 56 |
| Crit Chance | 6% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 30 |
| Accuracy | 56 |
| Crit Chance | 13% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Nature | +12% |
| All | 0% |
Offense: Damage Penetration
| Nature | +5% |
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 4 (63.914983985962%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 0 |
| Physical Save | 37 |
| Spell Save | 34 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Blight | + 17%( 70%) |
| Arcane | + 22%( 70%) |
| Mind | + 21%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 39%( 70%) |
| Light | + 16%( 70%) |
| Temporal | + 18%( 70%) |
| Physical | + 16%( 70%) |
| Fire | + 31%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 81% |
| Confusion Resistance | 20% |
| Blind Resistance | 40% |
| Silence Resistance | 30% |
| Bleed Resistance | 20% |
| Pinning Resistance | 52% |
| Disarm Resistance | 69% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 73% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 150 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 123 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 168 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Stasis | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Hounds | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 1/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by Mayelle the polar bear. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed minotaur nose. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Iverakira the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Cun +2 Con ----- def ----- Armour +1 Resists +3% light Phys.save +14 (+5 eff.) Mind.save +11 (+6 eff.) Blind- +20% Pinning- +20% Stun/Frz- +10% ---------- misc Max.hate +2.00 A pair of boots made of leather. |
| Light source | brass lantern 'Bogzephyr,'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +5% nature ----- def ----- Resists +3% temporal +3% fire Spell.save +3 (+1 eff.) Max.HP +41.00 HP.reg +4.00 Confus- +20% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Betoseth (0 def, 1 armour) 2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Dex +2 Wil +9 Cun dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% mind Spell.save +12 (+6 eff.) Mind.save +15 (+8 eff.) Max.HP +40.00 A hat made of leather. Very stylish. |
| On hands | hardened leather gloves 'Obsidianwhisper' (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn * 20% chance to reduce damage dealt by 14% ----- def ----- Armour +2 Resists +4% physical Phys.save +12 (+5 eff.) Spell.save +3 (+1 eff.) HP.reg +4.00 ---------- misc Stam/turn +1.00 Max.stam +12.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Xanutha the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature +5% arcane Spell.save +6 (+3 eff.) Die.at -80.00 life Max.HP +60.00 HP.reg +2.00 Silence- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Emawe the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Cun +1 Con ----- def ----- Resists +3% temporal Crit.chn- 5.00% HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
| On fingers | Velilrama the Rotbraid0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid +6% nature Res.pen +5% acid Melee Ret 10 acid 6 nature On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Max.HP +28.00 Disarm- +37% Pinning- +32% Knockbk- +33% Rings make your fingers look great! |
| Around neck | Hathyrim the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +10 (+4 eff.) Die.at -40.00 life Max.HP +41.00 HP.reg +1.00 Heal.mod +10% Blind- +20% Cut- +20% Silence- +20% Knockbk- +20% Amulets make your neck look great! |
| In main hand | flaming dwarven-steel mace of phasing (26-37 power, 14 apr)3.0 T3 mace 1H weapon [Ego] Arcane Power 26.5 - 37.1 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +14 Crit +1.5% Atk.spd 100% Phasing +12% On Hit.r1 +7 fire Blunt and deadly. |
| Around waist | Daimalafast the Scorchworth1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +7 (+4 eff.) ----- def ----- Resists +6% acid +18% fire +5% arcane Phys.save +6 (+3 eff.) Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | balanced stralite dagger of massacre (38-50 power, 9 apr)1.0 T4 dagger 1H weapon [Ego] Master Power 38.5 - 50.1 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +32% Sharp, short and deadly. |
| Cloak | linen cloak 'Bethygath' (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Dex +4 Wil +2 Cun ----- def ----- Defense +1 (+0 eff.) Resists +3% mind +30% lightning Max.HP +32.00 Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +5% blight +9% all Max.HP +43.00 HP.reg +2.20 Heal.mod +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the wizard (speed 559%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 559% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 286; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 286 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; acid, physical, cold, temporal, fire)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 2 physical, 3 cold, 3 temporal, 5 fire Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 3; phase 21; cd 20)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 82; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 82 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Dagerain0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +7 Lck dps ---------- Mind.crit +1% Crit.mult +20.00% Acc +7 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Defense +7 (+2 eff.) Resists +6% lightning Unseen.red 11% ---------- misc Equi/ret +0.08 Amulets make your neck look great! |
Galeran the Carrionvault0.1 T2 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Cun +3 Wil dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +6% nature Melee Ret 6 nature ----- def ----- Resists +15% temporal Mind.save +6 (+3 eff.) Confus- +11% Pinning- +20% Knockbk- +23% ---------- misc Light +1 Masteries +0.14 Chronomancy/Spacetime Folding Amulets make your neck look great! |
Lavabearer0.1 T2 amulet jewelry [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% lightning +9% fire Res.pen +10% fire Melee Ret 4 lightning ----- def ----- Resists +11% mind +13% physical Confus- +28% ---------- misc Stam/turn +0.80 Amulets make your neck look great! |
Samimas the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Str dps ---------- Res.pen +10% acid Melee Ret 6 acid ----- def ----- Resists +3% temporal +3% cold +8% physical Heal.mod +12% Cut- +50% ---------- misc Stam/turn +0.20 Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 191 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying steel amulet of dexterity (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex ----- def ----- Resists +12% mind Confus- +21% Amulets make your neck look great! |
mindweaver's steel amulet of vision0.1 T2 amulet jewelry [Ego++] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +7 (+4 eff.) Blind- +16% Confus- +13% ---------- misc Infravis +3 Sight +2 See.Invis +7 Amulets make your neck look great! |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
wanderer's copper amulet0.1 T1 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Flashwreath the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Resists +6% lightning +6% fire +3% nature Spell.save +6 (+3 eff.) Pinning- +20% Rings make your fingers look great! |
Xyda the copper ring0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- S.pwr/crit +4 Dmg.mod +9% blight Res.pen +10% blight Phasing +20% ----- def ----- Blind- +23% ---------- misc Infravis +3 See.Stealth +8 See.Invis +7 Rings make your fingers look great! |
conjurer's steel ring of tenacity0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +7 (+4 eff.) ----- def ----- Max.HP +26.00 Disarm- +20% Pinning- +20% Knockbk- +22% Rings make your fingers look great! |
copper ring of luminosity0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 11 light Ranged+ 11 light Dmg.mod +11% light Rings make your fingers look great! |
marksman's copper ring of time (+12%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% temporal Acc +6 (+2 eff.) ----- def ----- Resists +12% temporal Rings make your fingers look great! |
psionicist's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Blind- +24% ---------- misc Infravis +4 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
steel ring 'Beuderan'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Dex +6 Mag +6 Cun dps ---------- Mind.crit +2% Dmg.mod +12% mind Acc +8 (+3 eff.) ----- def ----- Mind.save +9 (+5 eff.) ---------- misc Equi/ret +0.08 Rings make your fingers look great! |
warrior's steel ring of fire (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% fire ----- def ----- Armour +6 Resists +22% fire Rings make your fingers look great! |
wizard's steel ring of clarity0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Mind.save +7 (+4 eff.) Confus- +32% Rings make your fingers look great! |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 0% Mag, 100% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
iron longsword 'Morningnull' (13-18 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Arcane Power 13.0 - 18.2 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +8 blight On Crit.r2 +12 blight +8 arcane On Hit: * 20% chance to reduce strength, dexterity, and constitution by 20 On Crit: * Splash the target with acid dealing 104 damage over 5 turns and reducing armor and accuracy by 13 While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Resists +5% arcane Sharp, long, and deadly. |
vined mindstar 'Darkbrand' (4-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 4.5 - 5.0 Mind Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +12 light While equipped: Stats +4 Cun dps ---------- Mind.crit +2% Crit.mult +10.00% Mind.pwr +4 (+2 eff.) Dmg.mod +6% darkness Res.pen +20% darkness Melee Ret 10 light 10 darkness ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Emoth' (6-7 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 6.0 - 6.6 Mind Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit.r1 +20 acid On Hit: * 20% chance to reduce armor by 30% While equipped: dps ---------- Mind.crit +2% Mind.pwr +19 (+9 eff.) ----- def ----- Mind.save +16 (+8 eff.) ---------- misc Max.psi +61.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
potent yew starstaff of might (22-26 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Ego] Arcane Power 22.0 - 26.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Spell.pwr +12 (+5 eff.) Dmg.mod +22% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering yew magestaff of fate (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +9 (+4 eff.) Dmg.mod +20% arcane ----- def ----- Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+4 eff.) ---------- misc Mana/turn +0.18 Max.mana +50.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Camegen the Sleetdare (20-30 power, 0 apr)3.0 T3 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 20.0 - 30.0 Phys.bleed Uses 100% Mag Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +50 On Hit: * 10% chance to reduce armor by 30% Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +5.0% Crit.mult +16.00% Dmg.mod +12% acid Res.pen +5% cold Apr +7 ----- def ----- Armour +8 Defense +6 (+2 eff.) Fatigue +8% Resists +21% acid ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
noble's rough leather belt1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +15% Summoned ----- def ----- D.Red.from +18% Summoned A belt that goes around your waist. |
rough leather belt 'Mayotha'1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +6% darkness +3% light +3% mind Spell.save +3 (+1 eff.) Max.HP +30.00 Heal.mod +5% Stun/Frz- +10% A belt that goes around your waist. |
Brenulatharand (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +1 (+0 eff.) Resists +6% blight +9% fire +3% nature Spell.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of mindcraft (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +5 Wil +3 Cun dps ---------- Mind.crit +6% ----- def ----- Defense +2 (+0 eff.) Spell.save +7 (+3 eff.) ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe 'Blazepierce' (0 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: Stats +4 Dex +6 Con dps ---------- Dmg.mod +15% fire +6% light +16% cold ----- def ----- Resists +24% cold +6% light +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) ----- def ----- Resists +11% all Mind.save +20 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) ----- def ----- Resists +11% all Mind.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Duskspiker the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +2 Mag +4 Cun +1 Con dps ---------- Mov.spd +10% Dmg.mod +9% darkness Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Armour +3 Fatigue -6% Resists +6% nature Max.HP +42.00 ---------- misc Stam/turn +0.20 A pair of boots made of leather. |
dreamer's pair of hardened leather boots of rushing (0 def, 3 armour)2.0 T3 feet armor [Ego++] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun +3 Con ----- def ----- Armour +3 Phys.save +7 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+3 eff.) Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
dwarven-steel gauntlets 'Hellsever' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +6 Str +3 Wil +3 Con dps ---------- Phys.pwr +11 (+5 eff.) Melee+ 5 cold Dmg.mod +9% blight +3% cold +9% fire Res.pen +5% blight ----- def ----- Armour +2 Fatigue +3% Resists +3% fire +7% cold Disarm- +25% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves 'Noonwreath' (20 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +10 (+5 eff.) Dmg.mod +12% physical Acc +15 (+5 eff.) ----- def ----- Armour +1 Defense +20 (+6 eff.) Resists +9% light Die.at -60.00 life HP.reg +2.00 ---------- misc Stam/turn +0.70 Max.stam +13.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Chalyhad the Swampdream (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +5 Cun +8 Wil dps ---------- Mind.pwr +5 (+2 eff.) S.pwr/crit +8 Dmg.mod +15% arcane ----- def ----- Defense +2 (+0 eff.) Resists +6% nature ---------- misc Max.mana +60.00 Max.vim +20.00 A pointy cloth hat, very wizardly... |
Hanodor (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Str +7 Con dps ---------- Melee Ret 2 physical ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +2 A cap made of leather. |
Islusewe the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +6% arcane Res.pen +5% arcane +15% acid ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +80.00 Max.vim +10.00 A pointy cloth hat, very wizardly... |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
152 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 85.25 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 85.25 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
alchemist's lamp 'Belubar'1.0 T3 lite [Random Unique] Arcane/Master While equipped: dps ---------- Spell.crit +3% Spell.pwr +4 (+2 eff.) Dmg.mod +12% arcane Apr +2 ----- def ----- Armour +4 Resists +10% blight +10% darkness Blind- +27% Confus- +15% ---------- misc Light +10 Infravis +4 See.Stealth +8 See.Invis +12 The wearer is treated as an undead. The wearer no longer has to breathe. Track: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
preserving brass lantern2.0 T1 lite [Ego+] Nature While equipped: Stats +1 Con ----- def ----- Resists +6% blight HP.reg +2.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Shard of Crystalized Time2.0 T1 misc tool [Unique] Arcane While equipped: Stats +4 Wil +2 Con dps ---------- Dmg.mod +7% temporal ----- def ----- Defense +5 (+1 eff.) Anom.red +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Floekiller (23/23, 21-25 power, 2 apr)3.0 T2 shot ammo [Rare] Arcane Power 21.0 - 25.2 Physical Uses 50% Cun, 0% Mag, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 23 Ranged+ +20 cold On Hit.r1 +16 cold +8 fire On Crit.r2 +20 blight Shots are used with slings to pummel your foes to death. |
supercharged yew totem of healing [power 386] (20 cooldown)2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 386 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
Nastir the ash wand of shielding [power 200] (20 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +1 Cun dps ---------- Phys.pwr +5 (+3 eff.) Dmg.mod +3% physical Acc +15 (+5 eff.) Create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 40. 100% to increase all damage by 13% for 2 turns. 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Romana the Cornac Temporal Warden level 14
1st Dusk 122nd year of Ascendancy at 00:07 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Romana the Cornac Temporal Warden level 22
59th Dusk 122nd year of Ascendancy at 01:11 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Romana the Cornac Temporal Warden level 10
3rd Mirth 122nd year of Ascendancy at 21:04 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Romana the Cornac Temporal Warden level 20
21st Dusk 122nd year of Ascendancy at 01:31 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Romana the Cornac Temporal Warden level 21
47th Dusk 122nd year of Ascendancy at 16:59 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Romana the Cornac Temporal Warden level 24
66th Dusk 122nd year of Ascendancy at 21:21 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Romana the Cornac Temporal Warden level 10
4th Mirth 122nd year of Ascendancy at 14:38 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Romana the Cornac Temporal Warden level 14
10th Mirth 122nd year of Ascendancy at 14:09 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Romana the Cornac Temporal Warden level 17
11st Dusk 122nd year of Ascendancy at 08:42 see stats
Wibbly Wobbly Timey Wimey Stuff (Insane (Roguelike) difficulty)
Killed the weaver queen and the temporal defiler.By Romana the Cornac Temporal Warden level 5
77th Pyre 122nd year of Ascendancy at 14:16 see stats
Log
Romana receives 30 healing from Temporal Restoration Field.
Bleeding from Yvibeth the honey tree hits Romana for 61 physical damage.
Yvibeth the honey tree's healing nature area effect hits Romana for 29 nature damage.
Thorn Grab from Yvibeth the honey tree hits Romana for 13 nature damage.
Yvibeth the honey tree's pinning nature area effect hits Romana for 19 nature damage.
Poison from Yvibeth the honey tree hits Romana for 46 nature damage.
Yvibeth the honey tree gains 2% of a turn from Ancestral Life.
Yvibeth the honey tree cover of leaves falls apart.
Romana Triggers an Anomaly! (Anomaly Blink).
Romana makes several targets blink uncontrollably.
You lose control and unleash an anomaly!
Yvibeth the honey tree summons a War Hound!
Ritch flamespitter spits flames!
Ritch flamespitter hits Romana for 84 fire damage.
Romana resists the pinning!
Yvibeth the honey tree receives 32 healing from Romana.
Yvibeth the honey tree's pinning nature area effect hits Romana for 19 nature damage.
Yvibeth the honey tree's healing nature area effect hits Romana for 29 nature damage.
Yvibeth the honey tree gains 2% of a turn from Ancestral Life.
Romana is no longer out of phase.
Romana stops bleeding.
Talent Fold Warp is ready to use.
Romana receives 30 healing from Temporal Restoration Field.
Thorn Grab from Yvibeth the honey tree hits Romana for 14 nature damage.
Poison from Yvibeth the honey tree hits Romana for 84 nature damage.
Yvibeth the honey tree uses Slime Spit.
Melee retaliation hits War hound for 8 acid, 5 nature (13 total damage).
War hound hits Romana for 129 physical damage.
Romana the level 24 cornac temporal warden was decapitated to death by a war hound on level 1 of Old Forest.























































































































